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ScriptableRenderPass and multi-eye rendering

Discussion in 'Universal Render Pipeline' started by Thrawn75, Feb 14, 2020.

  1. Thrawn75

    Thrawn75

    Joined:
    Nov 16, 2014
    Posts:
    2,331
    Hi @phil_lira ,

    We want to add support for multi-eye rendering to a custom Scriptable Render Pass inside the Execute method:

    Code (CSharp):
    1.                 if (cameraData.isStereoEnabled) {
    2.                     context.StartMultiEye(camera, eyeIndex);
    3.                 }
    But eyeIndex is not available nor passed to the Execute method. Can it be accessed somehow?
     
  2. ThomasZeng

    ThomasZeng

    Unity Technologies

    Joined:
    Jun 24, 2019
    Posts:
    7
    We are working on getting XR Pass data(eye idx, xr eye texture related data, xr view&projection etc) into URP cameraData. ETA 2020.2

    Right now accessing it inside Scriptable Render Pass is not supported.
     
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